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kahrnivor

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kahrnivor

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19 comments

  1. kahrnivor
    kahrnivor
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    I realize every setup is different. This is the procedure I used and it works. If there are slightly different instructions, say for Vortex users, let me know and I'll modify the description.
  2. DATrickster
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    Not only does this make it so much easier to patch for modded keys, it also fixed a really weird crash I was getting with the original keyNuker when going to the area west of Lonely Chapel. Hats off to you~!

    EDIT: Huh, that's weird. For some reason the icons when you assign favorites in the pip-boy are messed up. The out of pip-boy favorites menu is fine, so I dunno what's up with it. Not a huge deal, but I thought I should note it.

    EDIT 2: I actually managed to fix the above issue by extracting the UI swf's from the original keyNuker, and having them overwrite the ones in this mod. Seems to all be working fine now, but I thus take full responsibility for any further issues I have as a result of my tampering. XP
  3. JosephMamah9272
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    How is there only one keyring mod for fallout 4 that's a broken mess and needs a complicated set of instructions just to get it to work? Someone please just add a key tab with the PipboyTabs mod.
    1. kahrnivor
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      There would still be infinite patching so the keys would be sorted to that tab. Not every mod added key has the proper keywords from the beginning. This method can also add passwords and technically anything else to the keyring. I get that this method has hoops to jump through. Why Beth didn't keep the keyring from NV is beyond me.
    2. JosephMamah9272
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      I don't use mods that add keys. Even then I cant get Keynuker to work.
  4. weflower
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    Thanks for this! I used the "caveat" method of only sorting the KEYM tags and it worked great. I'm using Vortex to manage it. I don't think the load order really matters, but I've put both ESPs at the bottom just in case.
    1. kahrnivor
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      Glad to hear it
  5. jackbanesith
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    Im a little confused, is this a mod or instructions for a load order setup? 
    1. kahrnivor
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      Load order is irrelevant. It's more instructions than mod.
    2. jackbanesith
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      ok, I think I understand, would the steps still be the same if I use NMM and hud framework?

      Edit: is there an updated mod file I could just download, id really appreciate it? its a bit complicated for me to make the patch
    3. jackbanesith
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      i saw you got permission from the mod author would it be possible to just post a patch that I can enable? if its more than a drag and drop/ enable thing I have a lot of issues with it
    4. kahrnivor
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      That won't work because every load order is different. I realize there are a few steps involved but this method works regardless of LO and no patching required.
    5. jackbanesith
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      idk i dont really understand what to do, I read the instructions on the mod pages, I don't mind having to do it myself I just don't understand. ill just deal with the keys as is, thanks for your help regardless
  6. chelonophile
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    I followed the instructions fully twice, once for simple version and once for complex and neither worked for me unfortunately. Not sure why
    1. kahrnivor
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      Try keeping the esp activated.
  7. bp42s
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    Note that keynuker still has the nuka-world crash issue, and that FallUI implements this feature without that issue.
    1. kahrnivor
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      This method completely bypasses the Nuka World issue. And with no additional plugin count. How many FallUIs are there? Use whatever method you want.
  8. ARavenOfManyHats
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    why not just use FallUI HUD's subcategories
    1. honorguard99
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      DefUI comes to mind as well 
    2. kahrnivor
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      If that works for you then use it. I was asked to solve a problem with keyNuker for any load order without endless patching and this is what I came up with.